Clashing and Emerging Genres: The interplay of knowledge forms in educational gaming

Thorkhild Hanghøj
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引用次数: 25

Abstract

Based upon a series of design interventions with the educational computer game series Global Conflicts at various secondary schools, this article explores how educational gaming can be understood as a complex interplay between four knowledge forms – i.e. students’ everyday knowledge (non-specialised knowledge), the institutionalised knowledge forms of schooling, teachers’ subject-specific knowledge (specialised knowledge forms), and game-specific knowledge forms such as professional journalism, which is one of the inspirations for the game scenario. Depending on how the GC series was enacted by different teachers and students, these knowledge forms were brought into play rather differently. More specifically, several students experienced genre clashes in relation to their expectations of what it means to play a computer game, whereas other students experienced emerging genres – e.g. when one student was able to transform the game experience into a journalistic article that challenged her classmates’ understanding of journalistic writing.
冲突和新兴类型:教育游戏中知识形式的相互作用
基于一系列在不同中学的教育电脑游戏系列《全球冲突》的设计干预,本文探讨了如何将教育游戏理解为四种知识形式之间的复杂相互作用-即学生的日常知识(非专业知识),学校的制度化知识形式,教师的特定学科知识(专业知识形式)和游戏特定知识形式,如专业新闻,这也是游戏场景的灵感来源之一。根据不同的老师和学生如何制定GC系列,这些知识形式发挥的作用相当不同。更具体地说,一些学生经历了类型冲突,这与他们对玩电脑游戏意味着什么的期望有关,而其他学生则经历了新兴类型——例如,当一个学生能够将游戏体验转化为一篇新闻文章,挑战她的同学对新闻写作的理解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.50
自引率
0.00%
发文量
6
审稿时长
10 weeks
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